Search found 15 matches

by Skizzerz
Mon Jan 08, 2018 7:45 pm
Forum: Modules (3rd party)
Topic: [DONE] WHOX support
Replies: 0
Views: 2059

[DONE] WHOX support

This module adds WHOX support to UnrealIRCd 4. Tested on 4.0.17. WHOX is an extension of the /WHO command to allow for customization of output fields. By specifying the fields in the command, only those fields will be shown. In addition to fields available to base /WHO, some additional fields are av...
by Skizzerz
Wed Nov 20, 2013 12:45 am
Forum: Unreal 3.2 Modules
Topic: Req: EXTBAN channel ban synergy
Replies: 12
Views: 5287

Re: Req: EXTBAN channel ban synergy

Got an email a few days back from someone who said that the module didn't work in 3.2.10.1, so here's an update that makes it work (and fixes some other things I didn't like about the original version, but the changes are all mostly stylistic). Changelog: Module is no longer marked permanent, so you...
by Skizzerz
Fri May 07, 2010 3:41 am
Forum: Unreal 3.2 Modules
Topic: channel forward module
Replies: 7
Views: 6961

Re: channel forward module

what I'm after is that I like the idea (which is rare to start with). However, just because you see no point in the feature if it was oper only doesn't mean that everyone sees it as pointless as oper only. I for one wouldn't want vengeful users in #chat1 forwarding their "losers/lamers" to #Im-a-ga...
by Skizzerz
Tue Apr 20, 2010 4:24 am
Forum: Unreal 3.2 Modules
Topic: channel forward module
Replies: 7
Views: 6961

Re: channel forward module

How about the ability to make it oper use only. I can see much abuse here. Then you can choose not to install it. I don't know about your network, but in larger networks having a feature such as this being oper-only is the same as not even having the feature at all because opers aren't meant to mic...
by Skizzerz
Mon Apr 19, 2010 6:18 am
Forum: Unreal 3.2 Modules
Topic: channel forward module
Replies: 7
Views: 6961

channel forward module

This module is based on the m_banlink module, but offers a more robust featureset. This module and the banlink module are incompatible with each other, so having both installed at once won't work (and why would you anyway?) My module offers the following features: +F <channel> channel mode to forwar...
by Skizzerz
Sun Sep 27, 2009 3:39 am
Forum: Unreal 3.2 Support
Topic: set block directive
Replies: 2
Views: 613

Re: set block directive

Well, you can change those things you mentioned by editing the server config at includes/config.h (the ./Config script might allow you to change those settings as well, so try that first before editing the .h file)
by Skizzerz
Thu Aug 20, 2009 2:43 am
Forum: News and Releases
Topic: Bugtracker Cleanup and C++ Coders Wanted
Replies: 11
Views: 10041

Re: Bugtracker Cleanup and C++ Coders Wanted

Quick random question: Why RFC 1459 and not the updated version contained in RFC 2810-2813? I know that the newer versions implement some features (such as channel modes) that conflict with existing modes (+O, +a, and +q, to name a few), but surely we can just skip those sections :)
by Skizzerz
Mon Aug 10, 2009 8:47 pm
Forum: Unreal 3.2 Modules
Topic: Req: EXTBAN channel ban synergy
Replies: 12
Views: 5287

Re: Req: EXTBAN channel ban synergy

Well, I made one. I'm sure it isn't the most efficient code out there, but it works at least. Have not tested on a multi-server network though, but I don't think that matters. That being said, I have tested this to ensure that it works properly, but there might be a bug or two in corner cases. If th...
by Skizzerz
Tue Mar 03, 2009 2:10 am
Forum: Unreal 3.2 Modules
Topic: adding new oflags
Replies: 3
Views: 1559

Re: adding new oflags

Stealth wrote:As far as I know there isn't a way to add oper flags without modifying the source (which isn't supported).
Hmm... if I were to make a patch to add a hook to allow doing this via modules, what version should I make it against? 3.2.8?
by Skizzerz
Tue Mar 03, 2009 1:28 am
Forum: Unreal 3.2 Modules
Topic: adding new oflags
Replies: 3
Views: 1559

adding new oflags

How might one go about adding new oflags to oper blocks in conf and then checking them in a module? I've poked around the source but couldn't find a function that can easily test for the existence of oflags.
by Skizzerz
Tue Feb 24, 2009 3:52 am
Forum: Unreal 3.2 Support
Topic: Global IRCop Woes
Replies: 10
Views: 4431

Re: Global IRCop Woes

One thing I noticed is that you are including the "local," "global," etc. flags. Since the "netadmin" flag includes all of those flags, remove the local, global, admin, and services-admin flags (keep the netadmin flag) -- not only are they unnecessary but it might be causing an issue with the oper b...
by Skizzerz
Thu Jan 01, 2009 7:01 pm
Forum: Unreal 3.2 Spamfilters
Topic: Regex for botnet
Replies: 7
Views: 3447

Re: Regex for botnet

Try switching the ! at the end with $ (dollar sign). $ denotes the end of a line, ! is just a normal character in terms of regular expressions.
by Skizzerz
Mon Dec 29, 2008 9:04 pm
Forum: Unreal 3.2 Modules
Topic: Remove module
Replies: 4
Views: 2198

Re: Remove module

Yes, there is always /ban and /kickban as I mentioned above. Some networks may want to try an alternative to adding a temporary entry to the banlist, which is the main reason I ported this module. If you don't think it's useful, you don't need to install it :)
by Skizzerz
Mon Dec 29, 2008 7:11 pm
Forum: Unreal 3.2 Modules
Topic: Remove module
Replies: 4
Views: 2198

Re: Remove module

/sapart is oper-only, this allows channel operators to force-part users from their channel (prevents auto-rejoin). The alternative way to prevent auto-rejoin would be to kickban and then remove the ban, which is a lot more work than this.
by Skizzerz
Sat Dec 27, 2008 6:03 pm
Forum: Unreal 3.2 Modules
Topic: Remove module
Replies: 4
Views: 2198

Remove module

I couldn't figure out where I'm supposed to submit modules, so I'm just pasting the code here for now. Anyway, this module is a port of the /remove command used on freenode with a few tweaks. It hasn't been tested on networks with multiple servers simply because I don't have a test network to do tha...